**WARNING: THIS MOD IS STILL IN EARLY BETA! EXPECT IMBALANCES (FEEDBACK WELCOME!)**
Imagine a world where extinction never happened- where dinosaurs still roamed the earth. That is exactly what you'll find with the Prehistoric Spawns mod.
This add-on for the Fossils and Archeology Revival mod causes all the prehistoric mobs to spawn in the Overworld. Although many of these
mobs are peaceful and will happily coexist with you if you leave them alone, others are not so friendly, and you will quickly find that you
are no longer at the top of the food chain. Even in the daytime you'll have to tread lightly, lest you catch the eye of a hungry predator.
This mod is still in very early beta, so expect imbalances. Feedback is welcome, as I am looking to improve the gameplay of this mod.
+ First release!
-Probable habitat imbalances
-Prehistoric plant spawns
About the mod:
Prehistoric Spawns is the result of my desire to make a YouTube series where I play in a world surrounded by dinosaurs. It's development is primarily for the sake of the series, however I hope the rest of the community will enjoy this mod, too
**NOT COMPLETE LIST (I'll finish this later...)**
Q. Does this mod add dinosaurs?
A. No! Prehistoric spawns by itself does not add dinosaurs- it's the Fossils and Archeology Revival mod that actually adds the dinosaurs. However, with F/A alone, dinosaurs do not spawn naturally in the world. In order to spawn them in, you must find fossils, and analyze them to get DNA, which you can then turn into dinosaur eggs. However, Prehistoric Spawn adds code to allow dinosaurs to spawn naturally in the overworld. You can still find fossils and complete the process to spawn them in naturally, but you really don't need to with prehistoric spawns.
I would still recommend the unmodded F/A experience, where you play through the mod in its full glory and actually have to work to get dinosaurs, however for my upcoming modded Let's Play series I thought it would be more interesting (and less grindy) to play in a world where dinosaurs (some aggressive) spawn in like vanilla animals. It adds a whole new aspect to the game.
This mod is free to use in whatever way you'd like. You don't have to ask me, but it would be nice if you'd tell me what you're doing.
As far as I understand, this mod in no way violates the F/A Revival terms and conditions, however if I am mistaken I am prepared to remove
this mod immediately. However, I understand it to fall under the "Adapt" clause of the Creative Commons Attribution (CC BY 4.0).
Pics allowed people potentially interrested in your work to choose if they'll download it or not.
Please show some screenshot of your mods, because some text isn't enough to convince some.
Hmm, okay. What kinds of things do you think I should show? All this add-on does is allow the F/A mobs to spawn naturally in the world. I can show that, but even that isn't "solid evidence" because technically I could have just spawned them in. Since pics are a way of showing the credibility of a mod, how to you suggest I show that even given those problems?
You must be lucky then, because with most other mods like MoCreatures it doesnt work..
EDIT: Do you plan on making the mod also work for Jurassicraft, Paleocraft, and its about time?
This is actually an issue with the CustomMobSpawner mod, and not specifically PrehistoricSpawns. As far as I know, CustomMobSpawner by default disables all "Vanilla" spawning, which is the method this mod uses. I believe there's a config option that lets you allow Vanilla spawns in addition to CMS spawns, but I'm not positive-- give me a bit, and I'll look into it.
As for other mods, I don't actually know. I haven't thought that far ahead, and I won't be using those mods in my Let's Play, so for now the focus will be on F/A. However, once I have the F/A edition working smoothly, I'll consider making add-ons for those mods too, if the idea gets enough support
I'm also casually working on a large mod of my own, but that won't be out for a bit XD I'm still fairly inexperienced in regards to Java, but this is how I'm learning. So depending on my learning curve, that could be out in anything from weeks to years However, when I'm nearer release, I'll definitely make a post for that too and give you more info
EDIT: Okay, I looked into it, and it looks like the two mods don't want to play nicely. I'll probably work on a CMS version too, but I want to get spawn rates stabilized on the normal one to make things port over to the CMS versions more easily.
Ok, What do you plan on adding in your mod? Assuming from the gist of this mod, would it be a specworld kind of mod? Like where dinosaurs survived the K-T, and evolved more?
Honestly it's just a world where dinosaurs survived extinction and lived into the present. I do want to add prehistoric plants as well, but other than that, I'm not sure. It's probably going to be a very small mod.
I was kind of inspired by ARK. I've never actually played the game, but I watched Etho's LP on it, and I really want to play it if I ever get the chance XD But the thing I loved most from watching him play it was the idea of trying to survive in a land filled with dinosaurs, many of which would hunt you if given the chance. It makes daytime challenging too, so that it's not just night that is difficult if you're caught outside.
Also if you are making a series, combining all dinosaur mods is best, since Paleocraft and Its about time and Jurassicraft contain dinosaurs which aren't in F/A, or look different. IAT 1.3 is pretty good, although it contains little-to-no dinosaurs, although has Coelophysis, Trilobites, Quadropedal Spino, Carnotaur, and thats it.
Hmm, that's an interesting thought... I'll look into those. I looked briefly at Jurassicraft and I didn't plan on using it, but if I create an extension mod for it, possibly. Thanks for the suggestions!
EDIT: Okay, I probably won't be using Jurassicraft because all the mobs it adds are in F/A. I wouldn't mind that in a personal world, but I feel like it would be confusing and redundant in a LP. Paleocraft looks cool, but the models differ substantially from the F/A ones, so again, I feel like it would create a disconnect (I'm trying to create an overall feel for the series, and I feel like it would detract from that). I can't actually find It's About Time-- do you have a link to the forum post for that?
And Yeah, paleocraft does look different, but they do slightly fit in with the new textures, same with iat.
Okay, thanks! Does Its About Time have a wiki? There's very little info in that front post...
Yeah-- it looks like a cool mod, but I think I'll stick with F/A for now. I've debated trying to make "Add-on" mobs for F/A (that use the same/slightly modified AI code), but that's a secondary priority at the moment. We shall see...
OOOps seem like there is a misunderstood. I confused with something else (or rode too fast, maybe) tha your mod added more creatures.
Please accept my apologize ....
Hey, it's fine! I may not have been clear enough. All this mod does is cause the F/A mod mobs to spawn naturally, instead of having to be spawned in by the player I may still add some pictures just to give atmosphere, but we'll see
Can you put prints, please?
I don't have Minecraft and can't download for now, but I want to see the mod.
For the same reasons as stated above, I'm not sure what to put for pictures. This is an add-on to the F/A mod, not a standalone. If you want to see the creatures, you can go to the Fossils and Archeology Revival page, but this mod adds no unique mobs, so there's not much else to show. Sorry :/
I'll probably try and get pictures anyway... when I make another build I'll grab some screenshots while I'm at it.
Beta 0.2 is out! This update is very small and removes natural Mammoth spawns, due to the lag that mammoth AI is known to cause. If you want mammoths to spawn, please install Beta 0.1, which is identical in every other way.
Mammoths are still obtainable by the traditional F/A process, and will be re-added to the spawn list once their lag issues are solved.
I downloaded a map where I wanted to appear dinosaurs. More only appear when created in the normal map.
Yeah, that'll happen. Vanilla animals don't spawn either, unless the map creator puts them there. It's because the spawn mechanic will have already run when the map maker first created the world
Unfortunately, to get around that would be really, really complicated, and I'm not sure I have the skills to make it work. First, I want to get spawn rates balanced and tested and stuff before I'd attempt that kind of thing...